Alright, I'm new to mushclient, having previously used G-mud for aetolia. Mushclient is alot mroe complicated and alot more powerful.

I want to understand how to use aliases to create timing triggers, but I've no idea where to start. I understand the 0 as false and 1 as true, but I don't know how to make an alias out of that, or what script to use for a trigger to use that information. I'm looking for a step by step example so I can understand mushclient at least a little more. Any help would be appreciated.

I'll give an example. I want to set up a trigger that attacks a creature when it enters the room. But when another of the same type enters, I want to set my system so that it checks for that and does not attempt to attack until my balance is back. What would that look like?

I've been told that I need to have a variable for balance where having balance = 1 and not having balance =0 but what would that look like? Would it be

Alias: Balance

Send: 0==false
1== true

I know this is a basic question, but I don't really have any foundation to stand on. Guide me through the baby steps and i'll walk on my own.

Nyell said:I understand the 0 as false and 1 as true, but I don't know how to make an alias out of that, or what script to use for a trigger to use that information.

At a low level, 0 and 1 are just binary states. It could be off/on, in/out, or up/down - 'true' and 'false' are just meanings you apply to these bits. But high-level computer-languages* - like MUSHclient's primary scripting language, Lua - abstract the bits away, showing you only discrete types of data. 0 and 1 in Lua are just numbers, and are considered "true" in all contexts. 'true' and 'false' are their own data-type in Lua, called a boolean. The only values considered false are 'false' and 'nil'. Nil just means there basically is no value.

That's the basic idea. Combat systems can be pretty tricky on some MUDs, so you might want to start with something else so you can get used to how scripting works in MUSHclient. You may also want to read the excellent "Programming in Lua" online book, which you can find here: http://www.lua.org/pil/

* "high-level" means how for away you are from the "bare metal". High-level languages, as a rule of thumb, let you do complex things in a smaller amount of code. Low-level languages, like assembly language and C, require you to spell out every single step. (These days, it's hard to believe that C was once considered fairly high-level.)

I have taken a look at most of it, including the introduction to scripting, i'm just having a hard time understanding the context relative to the mud i'm playing, especially if-then statements. Checked out a lua book online too, but the language is pretty heavy, and I didn't understand how the functions applied. Still learning about mush, don't know enough yet. Working on it though, hopefully soon i can answer as many questions as i'll be asking.